direction | 各 Collider2D 形状をキャストする方向を示すベクトル |
results | List to receive results. |
distance | Maximum distance over which to cast the Collider(s). |
int
Returns the number of results placed in the results
list.
All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.
This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction
for an optional distance
and return the results in the provided results
list.
The integer return value is the number of results written into the results
list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
さらに、この関数はコライダーの開始位置で重複する他のコライダーを検知します。この場合は、キャストする形状はコライダーの内部で開始し、コライダーの表面を横切らない場合もあります。つまり、返された衝突の法線が、テストする direction
ベクトルのリバースに設定される場合は、衝突の法線が計算されません。
direction | 各 Collider2D 形状をキャストする方向を示すベクトル |
contactFilter | Filter results defined by the contact filter. |
results | List to receive results. |
distance | Maximum distance over which to cast the Collider(s). |
int
Returns the number of results placed in the results
list.
All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.
This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction
for an optional distance
and return the results in the provided results
list.
The integer return value is the number of results written into the results
list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
The contactFilter
parameter can filter the returned results by the options in ContactFilter2D.
さらに、この関数はコライダーの開始位置で重複する他のコライダーを検知します。この場合は、キャストする形状はコライダーの内部で開始し、コライダーの表面を横切らない場合もあります。つまり、返された衝突の法線が、テストする direction
ベクトルのリバースに設定される場合は、衝突の法線が計算されません。
direction | 各 Collider2D 形状をキャストする方向を示すベクトル |
results | 結果を受け取る配列 |
distance | Maximum distance over which to cast the Collider(s). |
int
Returns the number of results placed in the results
array.
All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.
This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction
for an optional distance
and return the results in the provided results
array.
The integer return value is the number of results written into the results
array. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when casts are performed frequently.
さらに、この関数はコライダーの開始位置で重複する他のコライダーを検知します。この場合は、キャストする形状はコライダーの内部で開始し、コライダーの表面を横切らない場合もあります。つまり、返された衝突の法線が、テストする direction
ベクトルのリバースに設定される場合は、衝突の法線が計算されません。
direction | 各 Collider2D 形状をキャストする方向を示すベクトル |
contactFilter | Filter results defined by the contact filter. |
results | 結果を受け取る配列 |
distance | Maximum distance over which to cast the Collider(s). |
int
Returns the number of results placed in the results
array.
All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D.
This function will take all the Collider2D shapes attached to the Rigidbody2D and cast them into the Scene starting at the Collider position in the specified direction
for an optional distance
and return the results in the provided results
array.
The integer return value is the number of results written into the results
array. The results array will not be resized if it doesn't contain enough elements to report all the results. The significance of this is that no memory is allocated for the results and so garbage collection performance is improved when casts are performed frequently.
The contactFilter
parameter can filter the returned results by the options in ContactFilter2D.
さらに、この関数はコライダーの開始位置で重複する他のコライダーを検知します。この場合は、キャストする形状はコライダーの内部で開始し、コライダーの表面を横切らない場合もあります。つまり、返された衝突の法線が、テストする direction
ベクトルのリバースに設定される場合は、衝突の法線が計算されません。
position | The position to start casting the rigidbody from. |
angle | Rigidbody の回転 |
direction | 各 Collider2D 形状をキャストする方向を示すベクトル |
results | List to receive results. |
distance | Maximum distance over which to cast the Collider(s). |
int
Returns the number of results placed in the results
list.
The Rigidbody2D is cast into the Scene starting at the specified position and rotation. All the Collider2D shapes attached to the Rigidbody2D are cast along with it ignoring the Colliders attached to the same Rigidbody2D.
This function, unlike Rigidbody2D.Cast allows you to cast the Rigidbody2D and all its attached Collider2D through the scene but also allows the starting position
and angle
of the Rigidbody2D to be specified.
The integer return value is the number of results written into the results
list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
NOTE: Additionally, this will also detect other Collider(s) overlapping the start position. In this case the cast shape will be starting inside another Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction
vector being tested.
Additional resources: Rigidbody2D.Cast and ContactFilter2D.
position | The position to start casting the rigidbody from. |
angle | Rigidbody の回転 |
direction | 各 Collider2D 形状をキャストする方向を示すベクトル |
contactFilter | Filter results defined by the contact filter. |
results | List to receive results. |
distance | Maximum distance over which to cast the Collider(s). |
int
Returns the number of results placed in the results
list.
The Rigidbody2D is cast into the Scene starting at the specified position and rotation. All the Collider2D shapes attached to the Rigidbody2D are cast along with it ignoring the Colliders attached to the same Rigidbody2D.
This function, unlike Rigidbody2D.Cast allows you to cast the Rigidbody2D and all its attached Collider2D through the scene but also allows the starting position
and angle
of the Rigidbody2D to be specified.
This function also uses the specified contactFilter
therefore the specific LayerMask of each Collider2D attached to this Rigidbody2D is not used to detect contacts. If this isn't desired then the CastFrom overload without the ContactFilter2D argument should be used.
The integer return value is the number of results written into the results
list. The results list will be resized if it doesn't contain enough elements to report all the results. This prevents memory from being allocated for results when the results
list does not need to be resized, and improves garbage collection performance when the query is performed frequently.
NOTE: Additionally, this will also detect other Collider(s) overlapping the start position. In this case the cast shape will be starting inside another Collider and may not intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the direction
vector being tested.
Additional resources: Rigidbody2D.Cast and ContactFilter2D.